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JLP Pinball Cards

Guns N' Roses

Jersey Jack 2020
Strategy updated: June 23rd, 2026

Skill Shot

Plunge to the flashing insert in the shooter lane without hitting the top lane target, plunge directly to the flashing insert for biggest award

Ruleset

The goal is to collect as many of the 7 characters as you can by using Booster MBs and then locking that character’s ball before stating a Song.

  • Locking on LE/CE is on the upper PF to the guitar neck, on SE it is 2 left ramp completions per lock

  • ❗️Locking 6 balls automatically starts a Song

Patches - provide perks and awards

  • Selected by using Action Button, earned by spelling G N R via the left inlane. On LE and CE models, a G N R letter is earned when the ball drops through the hole in the upper PF

  • Since completing characters is key, choose patches that assist

    • Fender: shooting active character spots other characters too

    • Rose: spots Axl for rest of game

    • Gibson: spots Slash for rest of game

    • Vater: spots Frank during songs

    • Duff Skull: spots Duff during songs

    • Marshall: Easier to finish Slash solo & complets a patch set to light extra ball

Booster MBs

  • Make Some Noise (blue): Spell N O I S E by making skill shots, when its insert is flashing, make the shot under the upper right flipper to start.

    • During MB, two random shots are lit, make both and then Super JP is lit under the right flipper

  • Throw The Lights (purple): On LE/CE models hit lights targets in upper PF 3 times in a row, on SE make successive left ramp shots.

    • During MB, Combo left and right ramps to qualify JP in upper PF (LE/CE) or left ramp (SE)

  • Ignite The Flame (red): Hit the Pyro target behind the spinning disc 4 times to start MB.

    • During MB, hit switches until all inserts turn red and a fuse is shown on the display, hit action button to score

  • Turn It Up! (yellow): Spell A M P at the far left in-lane to start MB

    • During MB, two hurry up shots are lit, complete both hurry ups to light jackpots at all major shots.

Songs

  • Songs are started by locking 6 balls or collecting all 7 band members to qualify it and then shooting the scoop to start.

  • The number of character locked balls increase both scoring and ball save time

  • Songs are from 4 different albums and each song has unique scoring, each starting at song level 10. The higher the song level the higher the scoring.

  • When you start a song, you gain a bonus (+15 song levels) by not selecting it yourself and playing what the game gives you.

  • Any Super JPs collected during Booster MBs increase Song level by +50

  • Songs have multiple stages, make shots and/or switches until the scoop flashes Green & White, then make the scoop to progress to next stage.

    • If in MB: a ball will be added and Song shots are lit to continue progress

    • If in single ball play: you are presented with a choose to take the song jackpot or continue

  • ❗️During Song play, the Rock-It Meter on the LCD increases or decreases based on your success making lit shots. Trapping balls is discouraged and will speed up the decrease in the meter, which lowers scoring and can end a song early.

guns-n-roses.jpeg playfield